Winter Mod + Structures Redux = AMAZING!! Wasn't a fan of how winter mod made all the building and item textures grainy and grey. Wasn't realistic too me and was ugly to be honest. You are awesome Brainscorcher:)

very nice ! been waiting for this , im running abaslute nature 4 texture pack , misery ground and tree textures ( hand picked ) and now this with the absalute nature 4 pack with sweet fx its beautiful . keep up the good work

Great work, especially with flora. This mod will stay in my game for sure.

I find that light reflects badly from walls/etc, and these darker textures make it.. well, darker.

Also mostly wood textures does not really fit soviet-post-soviet theme, but that is very minor thing. You see, soviets made furniture from chipboard, plywood and such things made from genuine wood were for "Elite" and important structures like town hall and such.

I noticed that both Structures Redux and Absolute Structures contain two files ("prop_voda1.dds" and "prop_voda1.thm") that are also in the Outfit Addon. Does anyone know if they are intrinsically incompatible, or what the proper load order is?

Today I decided to replace some of the textures that need it the most, so I threw together a quick retexture of one of the concrete fence/walls. I was expecting it to look at least close to this: Media.moddb.com

But instead it looks like this: Media.moddb.com I assume it has something to do with the .thm files and the detail textures, but figured I'd ask someone who actually knows. So this seems like a good place to ask. I'm guessing the detail textures are just like in old Unreal Engine where a small tileable texture is used to add additional fine detail on many different surfaces to save on memory and the .thm files says which texture and probably how to apply it.

If that's the case would I be better off spending my time on the detail textures instead? Thanks for any info you can give. Here's the textures I made just in case it was some simple screw up in those. Uploadfiles.io

Okay, turns out there was a second copy of the diffuse in \ston\ and I had the Y channel inverted somehow. Media.moddb.com
It still looks pretty bad, but I think if I reduce the amount of small/fine detail in the bump and normal it will look a lot better.

Yeah the *.thm not only tells the SDK how to convert the raw TGA to DDS but it's also used by the game engine. Properly configured thms are very important if you want good looking textures. AXRToolset I made is capable of dealing with thms quickly without the hassle of the slow LE: Github.com

Hey, brainscorcher, thanks for this add-on. I like the rusty-contrasty mix.
However, there's a faulty texture for windows (texture/wnd): I.imgur.com
This screenshot was made in front of the exit from the Jupiter factory.

Here are some more textures. Some are still WIP and some are placeholders. A lot of the textures still need alt versions or companion textures like brick walls that have a version that's half stucco etc. Anybody that's already running a ton of mods or getting frequent out of memory crashes may want to skip these, or at least leave out the ground textures prefixed with "detail_grnd_" in \gamedata\textures\detail. Drive.google.com

Thanks again for releasing a great update!. The railway looks indeed much better and the overall look of the game is now much less blurry.

Some suggestions:
- use prop_mattress1.dds from Absolute Structures, because I doubt that a mattress in the zone looks clean ;)
- replace prop_electricalunit3b.dds with a higher resolution texture (the one from Absolute Structures?)

At last, could you maybe make an image album showing the differences between AN & AW?.

Hi brainscorcher thanks for the amazing work you put in this specially for using textures from Autumn Aurora

I just have one Little question whats the use for the files inside the "optional" folder this two "Plank fix alt" and "SoC levels plank fix" couldn't find any info on the description here nor in the readme inside the zip

There is a particular plank texture that will work properly either only for the SoC maps, or the CS and CoP maps. (Not properly means looking like connected tiles, not a proper plank.) Use Plank fix alt - it works for all maps, and looks pretty much as good as the original Redux texture.

Great work! FYI: I see the bump files for ston_walls6, but not the texture/thm itself. FYI in case this texture was forgotten.

Also, when looking at ston_bricks1 and ston_bricks4 from an oblique/sideways angel (eg. outside 100 rads bar), there are black spots on the textures. (Haven't tested briks_big_01 ingame, which is very similar.) Imgur.com

It's caused by a wrong detail_brick_det1_bump, I experimented with new detail height maps (which I discarded) and apparently left one in with wrong name (should have been _bump#). Fixed in 2.5c. Added the missing wall too.